Finally managed to understand and implement normal mapping into ammolite.

This is what happens when you forget to assign the final color to fragments. i.imgur.com/D0HU8Fc.mp4

I think I finally figured out how to use subpasses. Two different fragment shaders in this scene -- one for opaque materials, one for materials with alpha masking.

Added albedo texture mapping to my Vulkan glTF renderer. Unfortunately, it crashes when no texture data is provided.

Mastodon for Tech Folks

This Mastodon instance is for people interested in technology. Discussions aren't limited to technology, because tech folks shouldn't be limited to technology either!